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Pojo's Yu-Gi-Oh Card of the Day

 

Reviewer's Choice
Thanksgiving Day Special

 

 

 

 

 

Date Reviewed - 11.25.04

ExMinion OfDarkness -Thankgiving Special -- Reviewer's Choice-

Royal Decree

I actually had to think for a while on this. There were many cards I wanted to choose here but most had reasons not to do them.

Thunder Dragon was done on Monday (which I honestly would have picked for this slot had it not have been.) Yata-Garasu, BLS, CED, and the staples are not only too broken and too easy of a review, but Yata and CED don't mean anything to Advanced Format players. Dark Designator would have been a candidate, but UDE has stated I can't have a friend taking notes, or pull out a camcorder or sound recorder after playing the card so that I can look through the opponent's deck and copy their decklist -- and since that's true, what's the point in using it?

Finally I decided to bring everyone's attention to a card that needs heavy re-review because of recent changes to the Restriction List, Royal Decree.

Royal Decree is a Trap form of Jinzo -- basically, it negates all other traps except itself. Before the Ban list was implemented, it wasn't necessary at all -- 3x MST, Harpie's, Heavy, and Breaker were more than enough Magic/Trap destruction. With MST down to 1 and Harpie's gone out of Advanced, and no Witch to search out Breaker, suddenly negating traps becomes a viable card.

Decree can be chained onto another Trap card (as long as it's not a counter-trap) so it can negate Waboku, Mirror Force, Imperial Order, Sakuretsu Armor, Call of the Haunted, etc. in chain. A player who has Waboku down usually thinks they are invincible for a turn. Royal Decree can be a Royal Pain In The Ass in that scenario.

Decree can also be a preventative measure for an assault on the next turn -- For example...if you go first, you set Decree and do whatever else and end turn...your opponent sets a bunch of M/Ts and does whatever else and ends turn...you chain to their end phase with your Decree. They can't activate anything they set because it hasn't been down for a turn.

The downside: This card makes you extremely vulnerable yourself. If you get into a bad situation, you can't use any other Traps you may have in your Deck to get out of it. If MST weren't limited, one might consider chaining an MST onto their own Decree to allow them to chain a Trap -- but with only 1, that isn't majorly viable.

But then again...a deck running Royal Decrees generally won't run many other Traps.

I'm seeing the following Trap lineup very often in an offense-based Advanced Format deck (meaning not a Burn deck):

Traps: 8

3x Sakuretsu Armor
2x Dust Tornado/Magic Drain/Whatever
1x Call of The Haunted
1x Torrential Tribute
1x Ring of Destruction

A deck running Royal Decrees wmight reallocate those cards as follows:

3x Royal Decree
1x Call of the Haunted
1x Torrential Tribute
2-3x Offerings to the Doomed
1-2x Nobleman of Extermination/Mobis the Frost Monarch

In Advanced Format, hand size is important, but not nearly as much as it is in Traditional. A playe can actually afford to miss a draw phase as long as they're not topdecking. That makes Offerings to the Doomed a viable choice to replace Sakuretsu Armor. Nobleman of Extermination allows a player who was previously using Dust Tornadoes to have a way to get rid of Traps, beside the MST, Breaker, and Heavy they're already using.

In addition, Horus 8 + Royal Decree = one hard wall to break through unless you can get an effect monster out there.

Don't believe me that Decree's the next big thing? Check eBay. Before Advanced Format was implemented, Royal Decrees sold for around $100. They now sell for between $160 and $200. The market doesn't lie.

Conclusion: If you have it, don't trade it (or just give it to me, LOL.) If you don't have it, try to rip a n00b for it, as you most likely won't want to give full trade value for it.

Traditional Format: 4/5 (negation of Imperial, Call, Mirror Force, Waboku, and Ring is pretty good.)
Advanced Format: 4.75/5 (negation of Traps with little M/T removal that isn't in monster form is wonderful.)

I'd like to wish just about everyone out there a Happy Thanksgiving. Let's give thanks to the NetReps for putting up with a lot of BS and idiocy, UDE for keeping the game going and trying to move it into a new direction, the veteran players for continuing to create new deck ideas (for me to copy), the newbs for being the next generation of players, and for everything else that's gone well in our lives and what may in the future.
 
Snapper Being Thanksgiving, the reviewers have all been given the chance to review whatever card they want today. So, I decided I’d like to review one of my more favorite cards. Pot of Greed would be too obvious. Ceasefire has been reviewed recently. A Fiend monster? Nah. Tyrant Dragon? I’d inadvertently make it sound worse than it is. So that leaves me with the mechanical looking Rock, CYBER JAR!!!

Stats: Put simply, Cyber Jar has nothing going for him in the stats department. With 900 ATK and DEF, it can of course be searched for by Witch if the Black Forest, Sangan, and Mystic Tomato (the latter not being advisable). The stats are relatively high for a Flip Effect monster, but are still very low for monsters overall. It’s a DARK monster, a fact I greatly enjoyed back when Chaos was common and I had been lucky enough to get both of the Chaos monsters in booster packs. It’s also a Rock monster… Yeah.
Huzzah. Stats – Bad.

Effect: Cyber Jar has quite a few effects. The first part of its effect is to destroy all monsters on the field when flipped face-up. Can we say Dark Hole? The second effect has both players pick up 5 cards from the deck, show them to each other, and Special Summon all Level 4 or Lower monsters to the field in face-up Attack or face-down Defense Position. Now that’s a few things right there; mass ‘drawing’, a peak into your opponent’s deck and strategy, and the ability to swarm. And finally, all cards not summoned to the field are added to the owner’s hand. Hand replenishing; a useful tool.
Now of course your opponent gets all of these privileges as well, but who cares? You might, but it’s Thanksgiving, so what I think is good enough for me. As you may be able to tell, I love each and every one of these effects very much. So much in fact that I have (most likely unwisely) been using Cyber Jar since the days of MRL, and have been unable to part with it in any of my decks. Has it worked against me at times you ask? Well, yeah. But has it helped me an immeasurable amount of times? You better believe it. Effect – Biasedly Stupendous (and Realistically Great).

Combos: There aren’t a great deal of combos with Cyber Jar. A few that come to mind is to have a previously set Bottomless Trap Hole at the time that Cyber Jar is flipped, and activate it when all the monsters are summoned.
Doing so will remove all your opponent’s face-up monsters with more than 1500 ATK from play. Another combo is to have a Ground Collapse or two active when Cyber Jar is activated, forcing your opponent to send all Level 4 or lower monsters your opponent has no room for on the field to the Graveyard.
And of course, Book of Moon + Book of Taiyou (or just use Tsukuyomi) to reuse the effect of Cyber Jar.

Usability: The only decks Cyber Jar wouldn’t work in would be an Exodia Decks, a Stall Deck, or a deck that focuses on controlling the field or the opponent’s hand.

If you wanted my opinion, I’d say Cyber Jar should at the very least be Side Decked everywhere. If you wanted somebody else’s, they’d tell you the truth.
Happy Thanksgiving!

Advanced Format: 4/5. Useful. End of story.
Traditional Format: 4/5. Useful. End of story.
Overall: 4/5.
Art: 3.5/5. It definitely isn’t a Rock monster…
 
Coin Flip Hurah for fun days! I'm going to enjoy reading about my fellow reviewers' favorite cards. Here's my current favorite (in English, anyway).

Last Turn. I've been wanting to play Last Turn for a while, mainly because I recently realized how annoying a Last Turn First Turn Kill deck would be (especially if it focused on tying all the time), and how paradoxical the name is.

Well, let's go over a few cards this goes well with.

Non-Aggression Area. Discard a card and they can't summon. Good game.
Waboku (eeevilll)
Jowgen the Spiritualist. Cough cough you can't beat 200 attack?
Last Warrior From Another Planet
DD Warrior Lady, as well as DD Assailant and DD Warrior (when it comes out). You can choose to either send out a monster that will be destroyed in battle against my own, or have my monster remove your own.
Spirit Reaper
Shining Angel (They'll have to kill all three Shining Angels and then they'll have to contend with a DDWL, and this can search out Jowgen or
DDWL)

As well, you can just Inspection, Solemn Judgment, or Wall of Revealing Light yourself down to 1000. That's the great part about this deck. It doesn't care about LP. Include Upstart Goblin if you want. Hell, it mixes well with the recently announced Cyber Stein (summon out a Last Warrior or Master of Oz). And it mixes well with Suicide Beatdown. If you wanted to, you could probably have a deck that mixed Suicide Beatdown with Cyber Stein OTK and was focused on Last Turn. XD

I can't really rate this card, because to do so would be to rate the decktype. Just know that if I ever have my way, this will be seen winning Nationals or something.

8/5 for sheer annoyance factor.
0/5 for Art (couldn't they do ANY better?)
 
JAELOVE

Magical Merchant/Roulette Barrel

 

Rated For: Any Deck needing Light monsters

 

I chose today's Card of the day to be a special, giving affair where each of pojo's COTD reviewers would pick one of their favorite cards and review it. I hope you enjoy.

 

I've actually picked two cards, both from Magican's Force, both horribly misunderstood and underrated, both horribly obscure as well, and both Light types.

 

To those who need Light fuel for their Chaos monsters (Sorceror, BLS), Magician of Faith and Airknight Parshath are not the only monsters in existence! These two monsters are great.

 

Advantage F/H:

-- Magical Merchant nets you a guaranteed spell/trap card for a monster, which is an absolutely tremendous effect in the right deck. Most decks run 16 or so monsters to about 24 spell/traps, meaning you won't hurt your deck much by using this card. It's a great way to get advantage, plus you can metamorphosize it into Thousand-Eyes.

                                                                                                8/10

-- Roulette Barrel, on the other hand, has awesome stats of 1000/2000. It also has a built in effect of monster removal. A typical situation is they attack, they lose life points, then they lose their monster next turn. Great advantage to this card.

                                                                                                9/10

Best Draw for the Situation:

-- Merchant is great in any phase of play, because in the beginning he helps build strategy and in the end he can finish the duel off. If you're losing, or have a hand clogged with monsters, this card can help you a whole lot better than Magician of Faith can.

                                                                                                9/10

-- Roulette Barrel is a great card in all phases of play as well, because 2000 defense will keep him preserved forever. Also, 1000 attack is nothing to scoff at, and the monster removal effect will take down almost anything capable of killing him.

                                                                                                8/10

 

Attributes/Effect:

-- Merchant has terrible stats but one of the best flip effects in the game. He's also a one star, making him a dream for Chaos Metamorphosis decks.

                                                                                                9/10

-- Roulette Barrel combines awesome stats with an awesome effect. There's not much more you can say than that!

                                                                                                8/10.

 

Dependability:

-- While not as devastating as Magician, getting your Merchant change of hearted can definitely switch the pace of the duel. There are plenty of effects that can prevent him from being used, and he might even dump monsters you don't want to see gone, but generally this guy will get his effect off and help you.

                                                                                                7/10

-- Roulette Barrel will let you roll a 6 sided dice twice, meaning you'll have a 1 in 3 chance of killing their monster. If they have two monsters of different level on the field, your chances will increase. It'll also stay on the field a very long amount of time.

                                                                                                7/10

 

The Bottom Line: These are two of the most underrated/overlooked monsters of all time; give them a try in your Chaos deck, you'll be very surprised.

 

A BAD Score:           

Magical Merchant--                                      4.15/5

Roulette Barrel--                                           4/5

 

Tranorix Chain Energy

Chain Energy is a personal favorite of mine. I've built a few decks around it, and all of them worked a LOT better than they should have. Why? People don't expect Chain Energy. People don't play against Chain Energy very often. As a result, people do not know HOW to combat Chain Energy effectively.

Being a Continuous Spell, it's vulnerable to all of that evil removal; but no matter! Playing Chain Energy at the right time will leave your opponent quite dead. If you manage to set a nice, chainable Trap and a nice defensive monster first turn, then drop a Chain Energy, your opponent is GUARANTEED to lose at least 500 Life Points (unless he draws Exodia or something...) If he can't remove Chain Energy, you more or less force him into a situation where he'll have to be very conservative with his cards.

Of course, your goal is to prevent this. Using Burn monsters will make him nervous, and the unskilled player will immediately try to do whatever he can to stop your burning him. And if he can t get rid of Chain Energy, he'll burn himself in the process.

The key to successful use of Chain Energy is to have a way to defend yourself while not using many cards. Things like Peten the Dark Clown, Scapegoat, Spirit Reapers, Reflect Bounders, or perhaps even a Solar Flare Dragon lock all of them are great assets to the good Chain Energy Deck.

Just be careful. Know when to play cards. Know when you need to, and know when you don't. It can just as easily backfire and hurt you as it can your opponent, so you should definitely playtest this deck before using it in a tournament.

Traditional CCCC: 3/5
Traditional Chain Energy Burn: 4/5
Advanced Chain Energy Burn: 5/5
 
Merril
Hess
Thestalos the Firestorm Monarch
FIRE/Pyro/6 Stars
2400/1000
When this card is Tribute Summoned successfully, randomly discard 1 card from your opponent's hand. If the discarded card was a Monster Card, inflict damage to your opponent's Life Points equal to the Level of the monster x 100 points.
RDS-EN021
Super Rare

I know it's been a while, but I'm back for now.

Pros:
This is my favorite card mostly because of the name and because I am a controlling person, so discarding is always a highlight. His ability won't hit your opponent for too much, but 400-600 isn't bad. I'd gladly like to take that much outta my opponent when I play a creature, but mostly the discarding thing is always helpful. Keeping my opponent's hand size down is critical, and this helps me keep it down with the loss of Duo (Poor Duo, had to get banned). Anyways, 2400 ATK is nothing to scoff at. Although he has the same stats as the other monarchs, but it's still good.

Cons:
He is 6 Stars, being one short to morph into Balter. That really blows, IMO. I could also accidently hit a Jinzo in their hand. Yes, they take 600 to the dome-piece (directly), but they could have a Call of the Haunted or a Premature Burial ready to go next turn. That spells pain for me. He also looks too much like the Tin Man from Wizard of Oz for my tastes, but he's still cool looking.

Overall, here are the ratings for Thestalos the Firestorm Monarch (Such a cool name!!):

Advanced/Post Ban: 3.5/5.0
Open/Pre-Ban: 3.0/5.0
Overall: 6.5/10.0

**I just added the 2 scores together to get my overall rating. It's easier than doing and average in my head.



 
Otaku

Remember, if you think this review is too long, skip straight to the Ratings and Summary! 

 

Happy Thanksgiving!  Sorry I’ve been gone for a while, aside from the normal class work issues, I’d been prioritizing the Yu-Gi-Oh site over the other sections of Pojo I work on, so I tried to focus on those sections.  Also, my sister got married this weekend to her long time boyfriend.  ^_^ Sadly, my computer has been a tad “wonky” so I found out that it was “Dealer’s Choice” today when I went to look at the site.  So chances are, this will be going up at least a day late (so Happy-day-after-Thanksgiving, I guess =P).

 

I have chosen possibly my favorite card in the entire game.  When Metal Raiders came out, “negation” first appeared in the form of three cards-Magic Jammer, Seven Tools of the Bandit, and my pick for today’s CotD, Solemn Judgment.  I was fortunate to find an almost complete box of Metal Raiders at a Casey’s (a local chain Gas Station/Convenience stores) when the set was first released selling the packs for just $2.00 a piece!  Well, I didn’t get my Mirror Force in that nearly complete box (23 packs!), but I did get my first Solemn Judgment.  I got my next two by trading away a 1st Edition Toon Mermaid.

 

Name          : Solemn Judgment

Set Name    : Metal Raiders

ID Number  : MRD-127

Type           : Trap

Sub-Type    : Counter-Trap

Effect Text  : Pay half of your Life Points when your opponent either activates a Magic or Trap Card or summons a monster (including Special Summon) to negate the action and destroy the Magic Card, Trap Card, or summoned monster.

 

Stats                : While being a Trap has always had something of a negative image (you have to Set it and wait until after the End Phase of the turn to activate them and Jinzo proved quite popular and potent), that’s the trade off for being able to use them on either players turn once (once legal to activate).  Solemn Judgment is not just a Trap, but possibly the most elite of Traps in the American game, the Counter Trap.  Counter Traps are Spell Speed 3; this means that they chain to any other card (in the proper situation) and most other cards are too slow to chain to them.  These are excellent stats, in my opinion.  Since being a Quick-Play Spell card (for example), would lower its Spell Speed, I really think this is the perfect way for this card to do its thing.  What is its thing?

 

Effect(s)            : Negation.  Nearly everything in the game can be negated by Solemn Judgment, but at the price of half your Life Points.  Of course, early game this tends to be terrible, but late game, it’s often a bargain.  Also, the halving rounds up, so if you have one Life Point left, it’s free! XD So, what cannot be negated by Solemn Judgment?  When a Monster is Special Summoned by the effect of another card, said Monster’s Special Summoning cannot be negated.  You can, however, negate any Spell or Trap card used in the Special Summoning.  Similarly, you can’t negate an effect like Kuriboh, as it is used by discarding said card from hand.  You can’t negate the effects of a Field Spell, though you could negate said Field Spell when they attempt to put it into play (whether directly from hand or activating it from a Set).  You cannot negate the effect of a Monster card.  Remember though, you can negate the Summon of a Monster, and if that would negate the effect, the effect is negated.  For example, if you negate the normal, Tribute Summon of Mobius the Frost Monarch with Solemn Judgment, it doesn’t get its effect, as it was never Summoned.  There are also two annoying Monsters that luck out at the wording of Solemn Judgment.  Since it says to “destroy” the card, if you use Solemn Judgment to negate the initial Summons of Dark Necrofear and Vampire Lord, their secondary effects will still kick in.  At least they are still considered to have never been properly Summoned and are thus illegal targets for revival (aside from their own effects).

 

Right now, this card is sounding pretty bad, eh?  Remember, anything more or less “normal” can be negated by Solemn Judgment.  I will explain further in the Uses and Combinations section.

 

Uses and

Combinations  : Using this card requires quick math and a quick evaluation of the game current status.  For example, if my opponent activates Ceasefire and my Life Points are lower than [the known number of effect monsters in play multiplied by 500], then I should most definitely negate that, or else its game. ;) Now, that’s usually the obvious timing for the card.  Less obvious is when your opponent goes to use Waboku.  Now, due the math and evaluate the scenario.  If you are going to win if the attack goes through, and they have nothing set or in hand, you negate the Waboku for the win.  Again, there is no question there.  If they have cards in hand, ask yourself “How likely are they to run Kuriboh?”, “How likely are they to have Kuriboh in hand?” and “How much will it hurt me if they have Kuriboh in hand?”  As long as you aren’t making yourself extremely vulnerable (your life points are dipping below 2000), in this scenario, it would still be worth negating the Waboku.  Remember to adjust for obvious exceptions (they run Chaos but you haven’t seen BLS yet).

 

As of now, I haven’t really gotten into why to run Solemn Judgment.  After all, there are other cards for the scenarios I mentioned.  Why run such an expensive card?

 

First, notice that it replaces multiple cards.  That’s why I started running it back in the day: even in the days of Metal Raiders, who had room for even two each of Magic Jammer and Seven Tools of the Bandit?  It also functions as a Horn of Heaven you always have the option of using: you can always pay to negate (though you may not always want to).  It’s a very versatile card.

 

The second reason to use it is summed up in a single word: fear.  Remember Mirror Force?  Most players I know, good or bad were always weary of running into Mirror Force.  Why?  Because it could ruin your entire offense.  Mirror Force was only a single card!  The odds were pretty low that it would be the only thing set.  Still, we feared it.  Late game, experienced players know that you worry about Magic Cylinder (a card I don’t normally run in Traditional) because your Life Points are low enough that instead of being a burn card, its effect is “You attack, I win”.  Solemn Judgment is similar.  When you run at least one, your opponent will always worry that you can negate something important.  Imagine setting up a complicated combo, only for the key component to be negated, rendering the rest useless.  It’s the stuff of nightmares.  It also matters when, as stated, a single card is all that stands between victory and defeat.

 

If you run multiples and are smart enough to know when to play them, people will fear them.  From personal experience, I have found that while I am really just an “average” player with a penchant for running decks that aren’t the current “thing”, people who remember me fear the Judgments.

 

Now, to finish this section, let me quickly mention that this actually combos with certain cards to really be the backbone of most decks.  First we have Suicide Beatdown, which purposely burns most of its LP because it knows how to capitalize on that-primarily Megamorph.  Last Turn decks also benefit from Solemn Judgment to low Life Points rapidly.  Finally, some life gain decks will love it with Life Absorbing Machine; two and you may break even for negating something on your turn; three and it can get quite sick.  Imagine negating a Waboku for 4000 LP, and then next turn gaining 6000LP.

 

Ratings

 

Traditional       : 3.75/5-I really believe this card should see more play.  Do I think every deck needs three?  No.  I do think every deck should main deck one and most should have another one or two side-decked.  There are so many powerful single cards that having a single means of negating any one of them is potent.

 

Advanced        : 4/5-Even more potent here.  Now that Traps are seeing more play, you’ll want a way to help protect your own while sabotaging your opponent’s.  Most means of Trap negation leave a lot to be desired.  Trap Jammer is only during the Battle Phase.  Hey, a lot of people will use Waboku during your Draw Phase if you already have a significant attack force ready.  Seven Tools costs 1000 LP, so late game, when you need it most, it can kill you.  Solemn Judgment can also be wonderful bait.  If you are finding you don’t really need it, set it anyway.  Your opponent will likely think they have put the hurt on you when they nail it with that precious MST.

 

Limited                        : 5/5-If you are somehow pulling this in Limited, it’s great.  You can almost always make use of it (it negates Summons, after all), and if they did pull a nice Monster, Spell, or Trap, imagine their face when it is negated.

 

Summary

Great power at a great price.  Note that the second “great” is being used in terms of size: half your Life Points is usually pretty hefty.  Still, you are getting an incredibly versatile card that can negate all but an annoying handful of cards in the game.  Since it has so many uses, it means running fewer cards in the deck, and a smaller deck makes most players happy.  Just remember to do the math to know whether to negate or not.  Winning or at least not using is always worth it. ;)
 

 

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